Tag: team fortress 2 (Page 2 of 2)

Xbox LIVE Summer of Arcade Review: Monday Night Combat

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I didn’t have very high hopes for “Monday Night Combat” when Microsoft first announced this year’s Summer of Arcade line-up, nor was I immediately taken with it after playing a few rounds. (Though that likely had more to do with the fact that the tutorial isn’t very helpful in explaining how to play the game.) But while it’s certainly not the best-looking title of the bunch, “Monday Night Combat” eventually wins you over with its incredibly addictive gameplay. At its core, the game is a class-based, third-person shooter à la “Team Fortress 2,” but it also implements the tower defense genre into basic strategy, and is set in the middle of a “Smash TV”-like game show complete with a sex-neutral mascot named Bullseye who pops up throughout the course of matches to taunt the players. Better yet, when you shoot him, he drops coins, which is the lifeblood of the game. Coins can be spent on upgrading your Pro’s abilities, building and upgrading turrets, or even unlocking jump pads that allow you to reach higher areas on the map.

There are really only two game modes to choose from: Blitz and Overkill. The former tasks you and up to three other players with protecting your moneyball (a New Year’s Eve-sized piñata filled with coins) from an onslaught of enemy bots, while the latter is a 6-on-6 Deathmatch-style battle to see which team can breach and destroy the other team’s moneyball first. Though Blitz is a great place to start because it gives players a good opportunity to try out all six classes (Assault, Tank, Support, Assassin, Gunner and Sniper, each with their own unique weapons and abilities), Overkill is where you’re going to have the most fun. Not only must you figure out how to strike the perfect balance between upgrading your Pros and turrets, but you also have to decide what’s more important: killing enemies or escorting bots to the other team’s base. Only bots can take down the shield protecting the moneyball, but you need coins in order to purchase them. It’s a simplistic yet necessary give-and-take system that forces players to work as a team, and it’s one of the main reasons why “Monday Night Combat” succeeds as a great multiplayer game of the once-you-pop-you-just-can’t-stop variety.

Want more Summer of Arcade? Be sure to come back every Wednesday through August 18th for a first-hand look at Microsoft’s newest XBLA exclusives. Next week: Grab your tomb raiding gear and join Lara Croft in her search for the “Guardian of Light.”

TF2: There can only be one…

TF2 soldier and demoman.Yes, the end of that title is “highlander.” That’s the new mode that made its way into the latest Team Fortress 2 update. The update also includes a bunch of bug fixes and some map edits.

For highlander mode each team can consist of up to 9 players. For each team there can only be one of each different class. I really like the idea. Part of the intrigue of the class system is feeling like you have a special role that others can’t quite perform as well. What better way to showcase it than making each player truly the only one.

Among the other changes is cloud support for key bindings and custom spray tags.

Team Fortress 2 brings the love to Demomen, Soldiers

The Scottish Resistance.The Soldier/Demoman war is almost over for TF2 fans, which means we’re that much closer to getting the new weapons and achievements for those classes. The total frag count is over the 11 million mark, the two sides separated by just 14,792 kills.

In honor of the beginning of the end, Valve has revealed the new weapons. For Soldiers, it’s The Equalizer, a melee pickaxe that does more damage the more damage you’ve taken. As the little newspaper clipping says it, “Get close enough to death and you will become Death himself.” Cool.

The Demoman gets a new gun in the form of The Scottish Resistance. This new sticky launcher allows you to set more bombs, detonate enemy bombs, and set off your own bombs in clusters. The extra utility means the bombs do a little less damage, and the primer is longer – 0.4 seconds – so you’ll need some careful planning to make this thing work. It does turn the Demoman into one hell of a defensive tool, though.

Earn A Halo If You Don’t Cheat At TF2

Team Fortress 2 demo man.Since removing the achievement-based item system, Valve has had about all the grief they can handle from unruly players. Where the old system led to players creating achievement servers just to unlock the goodies, the new system made prevalent the use of idling programs to attain the items.

Well Valve’s not happy with that second situation. They don’t want you idling your way to glory any more than they want you hacking, so they’re removing the items attained by idlers, and giving non-cheating types a little reward. If you didn’t idle your way to items, check for a level 1 Halo in your inventory. The headpiece gives you a level 1 “Aura of Incorruptibility”

As for future cheating, Valve’s Erik Johnson says they will “adopt a zero tolerance policy for external applications used to manipulate the persistent item system.” In other words, don’t do it.

Valve Opens TF2 Closed Beta

Team Fortress 2.Team Fortress 2 developer Robin Walker stopped by ShackNews to give a heads up on Valve’s new closed beta system for the popular shooter. The beta is meant to give Valve playtest feedback from some of the most competitive TF2 players in the world.

It’s not at all uncommon for global changes to affect a mass player base positively while doing what the hardcore players consider serious harm to a game. The most recent TF2 update, which changed item upgrades from “unlockables” to “random drops” was no exception to the rule. The casual players loved it, because they might actually be able to get The Sandman. Competitive players, though, were understandably pissed. All the work they put in just sort of went to waste (though honestly, with all the achievement servers I find it hard to be sympathetic – these guys would have been playing either way).

Valve wants to get an early look at some of that anger with their beta testing. By releasing casual features to the most hardcore players, they can determine what will work across the board and what still needs some tweaking. Overall, I’d call it a smart move. Feedback from the most competitive players is usually feedback from the base of folks that will be playing your game long after everyone else has moved on to Halo: Reach or Bioshock 2.

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